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View Full Version : They've changed the name of the "Revolution." The console is now called...


Miz
27th April 2006, 19:42
Wii

http://revolution.nintendo.com/
http://www.gamasutra.com/php-bin/news_index.php?story=9075

Nintendo Wii.
I can't imagine anyone would admit they owned one with that name.

TeleProd
27th April 2006, 20:10
That sounds... erm... wii-ish

Cessle
28th April 2006, 08:52
how do you pronouce it?

SK
28th April 2006, 21:31
Like 'We'. Its meant to mean all of us or something stupid. Typically Japanese imo.

I much prefer Revolution.

Nintendo need to get out of this "Childish" theme they seem to have. All their games seem to be cute and cudly. Sony and Microsoft both brought more adult themed games to their systems. It's why they have taken over the market.

I like Nintendo but get bored of playing talking squirrels and bears.

Ignatz Karko
29th April 2006, 14:31
only games i play from nintendo are games from the zelda and metroid series

SK
30th April 2006, 09:45
Yeah think I will buy Twilight Princess at some stage.

Ignatz Karko
3rd May 2006, 18:30
tell me if u like it, so i dont buy a ****ty game ;-)

Debaser
14th May 2006, 12:05
'One of the many Wii features touted by Nintendo has been the Virtual Console that allows Wii owners to download and play games from the company's extensive NES, SNES, and N64 game library using system emulation software. The library isn't limited to legacy Nintendo platform games, either. Nintendo has signed deals to bring Sega and Hudson Soft TurboGrafix 16 games over the Wii Virtual Console as well.'

http://uk.gamespot.com/news/6150678.html?sid=6150678

I still might buy one... just for nostalgia’s sake, like. I played with alot of talking squirrels and bears in my youth.

ArchoNide
14th May 2006, 18:50
'One of the many Wii features touted by Nintendo has been the Virtual Console that allows Wii owners to download and play games from the company's extensive NES, SNES, and N64 game library using system emulation software. The library isn't limited to legacy Nintendo platform games, either. Nintendo has signed deals to bring Sega and Hudson Soft TurboGrafix 16 games over the Wii Virtual Console as well.'

http://uk.gamespot.com/news/6150678.html?sid=6150678

I still might buy one... just for nostalgia’s sake, like. I played with alot of talking squirrels and bears in my youth.
Interesting information. Thanks. :)

ArchoNide
14th May 2006, 19:09
Wow! This video makes Wii a must have.

http://www.youtube.com/watch?v=lhKUKDk-zw4&search=Super%20Smash%20Bros.%20Brawl%20Trailer

This video shows the next Super Smash Bros.

(Ps. At the end of video is a suprise. ;) )

maDDin
15th August 2006, 12:13
Just read intresting news. 27 Lunchtitels will be released with the Wii Lunch. Thats very nice think abt the N64 with 3 Games =)

Heres the list:

Avatar: The Last Airbender
Blazing Angels: Squadrons of WWII
Blitz: The League
Call of Duty 3
Cars
Dragon Ball Z: Budokai Tenkaichi 2
Dragon Quest Swords: The Masked Queen and the Tower of Mirrors
Elebits
Excite Truck
Far Cry
GT Pro Series
Final Fantasy Crystal Chronicles: The Crystal Bearers
The Legend of Zelda: Twilight Princess
Madden NFL 07
Marvel: Ultimate Alliance
Metal Slug Anthology
Metroid Prime 3: Corruption
Monster 4x4 World Circuit
Need for Speed: Carbon
Open Season
Rayman Raving Rabbids
Red Steel
SpongeBob SquarePants: Creature from the Krusty Krab
Super Monkey Ball: Banana Blitz
Tony Hawk's Downhill Jam
Trauma Center: Second Opinion
Wii SportsAnd if they wont be able to finish some games at all its amazing. So many games. Gogogo Nintendo! =)

Read it here on computerbase.de (http://www.computerbase.de/news/consumer_electronics/konsolen/nintendo/2006/august/nintendo_wii_27_titel_launch/)

TeleProd
15th August 2006, 13:15
Just read intresting news. 27 Lunchtitels will be released with the Wii Lunch.

:D

I'd like to test how those FPS's work on Wii.

Z!ppy
15th August 2006, 14:25
Far Cry on a Wii will be intresting...

i'd like to see how much crappifying they did to the gfx to get it to work....

maDDin
15th August 2006, 16:02
Far Cry on a Wii will be intresting...

i'd like to see how much crappifying they did to the gfx to get it to work....

Try to install Far Cry on a PIII with 800Mhz and Geforce 4 ^^

Er0Rr
7th September 2006, 16:19
+ news
read it from a Swedish magazine called Club Nintendo ;D

They are releasing internet control to Wii

maDDin
7th September 2006, 17:45
Read this in a Forum:


The Wii Hardware

- Nintendo Wii’s ‘Broadway’ CPU operates at 729MHZ with a maximum bandwith of 1.9gbyte/sec.
- Nintendo Wii’s ‘HollyWood’ GPU is clocked at 243MHZ, the internal memory of it includes 3mb of embedded graphics memory and 24megabytes of high speed main memory.
- 64megabytes of GDDR3 (MEM2) as the external main memory. Just like the internal memory, it can be accessed from the CPU and GPU with a maximum bandwidth of 4gbytes/sec and can also store programs in the MEM2.
- The GPU of the Wii is identical to the GC’s but it is on average 1.5X faster.

Wii's Optical Disc Drive

- Opitcal Disc Drive (ODD) supports single and dual layer Wii disks, discs eject with software or button and the maximum read speed is the equivalent of DVDx6.
- Two main disc types supported the single sided 12cm single sided 4.7gb and the double sided 8.51 GB. Nintendo GC discs also supported. Some of the capacity of the discs are used by the system and games can not use full disc space.
- Inserting a disc will start the Wii console, even if it was already in an off state. Pressing the eject button will change the console to an on state to take out the disc also.

General Overview

- An optional wired LAN adapter that connects to a USB port is in the pipeline for users who do not possess a wireless LAN set-up currently.
- Internal non-removable 512MB flash memory used to storage game save data and downloadable content thus eliminating the Need for a memory card.
- Both Wii discs and Gamecube discs can be played via an intelligent mode swap. When running in GC mode, the Wii’s CPU and GPU will lower to the respective speeds of the GC and some of the MEM2 functions as ARAM.
- Software development environment is an upgrade to the ‘Dolphin SDK’ used with the GC; the same libraries are used so developers can get up to scratch easily as well as the possibility of ports being easier.
- The following interfaces are included with the Wii; SD card slot, Wireless controller, two USB 2.0 ports, wireless LAN, 4x GC controller ports, 2x GC memory card slots and an AV multi output jack (only an analog jack).
- Supports Wii disks (one sided 12cm) and GC discs (one sided 8cm) and console auto switches depends on what disk is inserted
- More than just the Nunchaku is planned as an extension. GC peripherals such as DK bongos can be used in both Wii and GC modes.
- Three power status, on, off and unplugged. To prevent mistaken turn offs, the power button must be held for about a second.

The Wii Control System

- The Wii controller features; Direct Pointing Device, Three axis accelerometer, Wii power button (remotely turn console on/off), buttons, wireless connectivity, indicator LED’s, rumble, battery powered (two AA alkaline batteries) and ability to connect extension unit.
- The Wii controller supports three types of operations; by itself, with a nunchuk extension or with a classic controller. Classic controllers will ship to developers during August 2006.
- The SYNCHRO button on the Wii controller exchanges wireless ID numbers when pressed at the same time as SYNCRHO on the Wii console. Wireless communications are only possible with consoles which have been authenticated.
- The rumble motor can be turned on and off and the intensity can be changed.
- The Wii remote has a pointer for fine movements as well as a motion sensor +/- 3.4G suitable for larger body movements, the nunchuk attachment has a sensor of +/- 2G
- The sensor bar must be placed above or below a TV set, the pointer measures coordinates between the ends of the bar which are about 20cm apart.
- The Wii remote has four status, disconnected, communicating, establishing connection and pairing wait status.
- The pointer can measure co-ordinates within bounds of rectangle centered upon the sensor bar, thus it can also measure points beyond the screen. It also responds to strong light sources, windows, fluorescent lamps, fireplaces, mirrors etc.
- Due to players hands shaking while holding the controller, a ring buffer allows a precise direction to be created to hold and average accelerator samples.

Thanks 'TheGuy' for the info!

Big shoutout must go out to the 'TheGuy' for this info!

*UPDATE* The dev mailed us and said he was shocked to see all these cries of 'fake', so he provided some more info to show he's not bluffing...

Broadway CPU

Broadway is Wii's CPU. Broadway functionality and specifications are as follows.

• Operating speed: 729 MHz
• Bus to main memory: 243 MHz, 64 bits (maximum bandwidth: 1.9 gigabytes/sec)
• 32-kilobyte 8-way set-associative L1 instruction cache
• 32-kilobyte 8-way set-associative L1 data cache (can set up 16-kilobyte data scratch pad)
• Superscalar microprocessor with six execution units (floating-point unit, branching unit, system regis
ter unit, load/store unit, two integer units)
• DMA unit (15-entry DMA request queue) used by 16-kilobyte data scratch pad
• Write-gather buffer for writing graphics command lists to the graphics chip
• Onboard 256-kilobyte 2-way set-associative L2 integrated cache
• Two, 32-bit integer units (IU)
• One floating point unit (FPU) (supports single precision (32-bit) and double precision (64-bit))
• The FPU supports paired single floating point (FP/PS)
• The FPU supports paired single multiply add (ps_madd). Most FP/PS instructions can be issued in
each cycle and completed in three cycles.
• Fixed-point to floating-point conversion can be performed at the same time as FPU register load and
store, with no loss in performance.
• The branch unit supports static branch prediction and dynamic branch prediction.
• When an instruction is stalled on data, the next instruction can be issued and executed. All instructions
maintain program logic and will complete in the correct program order.
• Supports three L2 cache fetch modes: 32-Byte, 64-Byte, and 128-Byte.
• Supports these bus pipeline depth levels: level 2, level 3, and level 4.
Reference Information: Broadway is upward compatible with Nintendo GameCube’s CPU (Gekko).

Hollywood GPU

Hollywood is a system LSI composed of a GPU and internal main memory (MEM1). Hollywood is clocked at 243 MHz. Its internal memory consists of 3 megabytes of embedded graphics memory and 24 megabytes of high speed main memory.

Hollywood includes the following.
• Graphics processing unit (with 3 megabytes of eDRAM)
• Audio DSP
• I/O Bridge
• 24 megabytes of internal main memory
• Internal main memory operates at 486 MHz.
Maximum bandwidth between Hollywood and internal main memory: 3.9 gigabytes per second
• Possible to locate a program here
Reference Information: Hollywood is similar to Nintendo GameCube’s Flipper and Splash components.

External Main Memory (MEM2)

Wii uses 64 megabytes of GDDR3 (MEM2) as external main memory. Like internal main memory, MEM2 can be accessed directly from Broadway and the GPU at high speed and has a peak bandwidth of 4 gigabytes/sec. Programs can also be placed in MEM2.

Reference Information: Nintendo GameCube ARAM is used as auxiliary memory for the DSP. The CPU and GPU did not have direct access to it.